What to do if texture does not render in D3d?
Make sure that m_pRenderTexture is created with D3DUSAGE_RENDERTARGET. The size and format of both pRenderSurface and pRenderSurfaceTMP should match.
When to use d3dusage _ rendertarget in d3dpool?
D3DUSAGE_RENDERTARGET can only be used with D3DPOOL_DEFAULT. Set to indicate that the vertex buffer is to be used for drawing high-order primitives. If this flag is used, vertex processing is done in software. If this flag is not used, vertex processing is done in hardware.
What does d3dusage _ softwareprocessing do in Win32?
D3DUSAGE_SOFTWAREPROCESSING is used with CheckDeviceFormat to find out if a particular texture format can be used as a vertex texture during software vertex processing. If it can, the texture must be created in D3DPOOL_SCRATCH.
How to call idirect3ddevice9 with a cube texture?
To call IDirect3DDevice9::SetRenderTarget with a cube texture, you must select an individual face using IDirect3DCubeTexture9::GetCubeMapSurface and pass the resulting surface to IDirect3DDevice9::SetRenderTarget.
What to do when texture fails to render in C + +?
Make sure that m_pRenderTexture is created with D3DUSAGE_RENDERTARGET. The size and format of both pRenderSurface and pRenderSurfaceTMP should match. For more info, see when GetRenderTargetData fails: http://msdn.microsoft.com/en-us/library/windows/desktop/bb174405 (v=vs.85).aspx
What was the error in createtexture2d D3D11?
[ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA] D3D11 ERROR: ID3D11Device::CreateTexture2D: Returning E_INVALIDARG, meaning invalid parameters were passed.
How to create createtexture2d with initial data?
But UpdateSubResource () is a device context function, so I try to use CreateTexture2D () with initial data in one shot,but it fail. below code show the original that works fine.